Lingering Phantom
A 5/4 for six is a body you would ignore in most contexts, and that is precisely the point: this creature is built to be killed and then to come back. Where most cards that reward casting historic spells (artifacts, legendaries, Sagas) hand you a small bonus for building a certain way, this one inverts the relationship. Every historic spell you cast offers to buy it back from the graveyard for a single black mana, so the question stops being whether the creature is worth a card and becomes how many times an opponent can afford to answer it. The design logic is attrition. In a shell already casting historic spells as a matter of course, the recursion is nearly free: each return is a fresh threat that costs the opponent another piece of removal, and the loop only ends when they run out of answers or you run out of mana. The recast cost is the friction that keeps the engine honest: at six mana up front it is never a cheap threat, and you have to keep feeding the trigger with historic spells to keep it live. Where the right permanents fill a deck, though, that condition is trivially met, and a slow ground game tilts hard toward whoever holds the renewable body. This is a removal-tax creature dressed as a beater, punishing decks whose only plan is to kill things one at a time.
